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RoyalProtector

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Everything posted by RoyalProtector

  1. I reported this in my BG2 bug thread but I didn't look into the specifics in Nearinfinity or the code.
  2. Duh, indeed. I think the argument is about how believable it is.
  3. Yeah... but why must poor Darryl, Darryl and Larry throw themselves at you because of some overzealous skeletons seeking your blood? I suppose it's an unfortunate side effect.
  4. I also find it unlikely. It's quite obvious when you get there that there is an insanely sense of communion/community in the island (like a pack of wolves, shall we say). Kinda creepy -- even the little kid is willing to die for it. The small romance with the NPC there or the NPC you help get her baby back are OK exceptions for me though.
  5. I have sometimes wondered if I could use WeiDu to call some Java or C++ code I wrote to do some task that I can do with those languages much more easily, while retaining the advantages of installing a WeiDu mod. Oh well. At least it would be nice if there was a WeiDu "library" that wraps convoluted low-level code for common tasks (or maybe not-so-common ones). (Disclaimer: I know very little about WeiDu -- I only dabbled briefly, so pardon me if I'm unaware of something modding veterans would know)
  6. They must have been to some extent, since it unlocks dialogs, but it looks like an unfinished feature.
  7. All good points. Still, I will try after using a mod to turn off the hostile reaction after charm.
  8. I'm still shocked there was a hidden way of resolving the quest, without direct confrontation. Note to self: try charming every damn NPC in BGEE.
  9. Ah, yes. That is rather annoying. I believe EETweaks has a tweak to disable the hostile reaction. Sorely needed. I hope someone makes a mod for charm reactions though. Disabling hostile reactions could be an optional component thereof.
  10. Sure. If you use those components. Not to mention, at least in my case, I'd rather not have to do that -- so they're by default the desired kit. Which of course it's not always feasible, but hey.
  11. Oh, right... I totally forgot she was even in BG2EE. She dies, if I recall. Alright, that's a good enough reason. True. I always play with that one.
  12. OK, so thanks to the hotfixes, I was able to test out the new things added in this version: Blackguards description states that they learn Absorb Health once per day, then add another use at level 5 and 4 levels thereafter. My level 16 blackguard has only one use (ToB). Turn Undead level, much like in the case of paladins, is still not 2 levels below their actual level, as per the description, but their actual level Disciple of Asmodeus description should start capitalized after "<NAME_OF_THE_KIT>: "; the description refers to Asmodeus as a she after a period (should be capitalized): "she is ruthless in her pursuits..."... Or maybe I'm misreading it, and you're talking about the PC. Also, isn't "any who get in her way" incorrect grammatically? Shouldn't it be "any who gets in her way". I'm not an expert in English grammar nor am I a native speaker, but I thought I'd mention it. Disciple of Asmodeus/Thrall of Orcus Find Familiar spell mentions the statistics of the weakest version of the familiar, present in BGEE. Should account for the game we're playing, as per the documentation of the Find Familiar spell in each game. Disciple of Asmodeus/Thrall of Orcus can cast spells, despite the description stating they can't EDIT: Correction, the spell casting button is disabled as expected, but they know spells and can choose to memorize them normally as blackguards. Thrall of Orcus description states they can only be Lawful Evil, but Orcus is Chaotic Evil, I assume it was a copy-paste error. [Fixed] Every time I click on the Record (R) button while in the game, the game reacts as if I right-clicked my character, prompting them to say one of their selection lines. After taking Concentrated Venom with my green dragon disciple, my poison resistance stayed at 100. Unless there's a technicality I'm not aware of, it should probably be saying 110? Empty line for a kit inside the Fighter class. I assume this is where Barbarian would be if I had not installed the Barbarian as a class component. (Barbarian works as expected, barring previously-reported bugs) Other thoughts: 1. I might have said it before, but I'd like to note that in the current state of the mod, it's very easy to "break" saving throws. At level 16, (CHA 18, nothing else that adds saves above 10) my blackguard has saves in the negative without any aid of items. Specifically: Death-> -3 (-5) Wand-> 0 (-4) Polymorph-> -2 (-5) Breath Weapon-> -2 (-4) Spell-> 1 (-4) Perhaps saving throws should depend on your stats a bit more strongly (i.e. will suck a lot if you don't spend stat points wisely). [Fixed] 2. Black Dragon breath works now, though I'm still not too convinced about the animation. If it was something like a greenish cone of cold, it would be more acceptable visually. But it's a relatively minor thing. There is an artifact in BG2EE (reward for Dorn's quest) that has an acid breath ability, which is essentially a green-colored red dragon breath explosion. Green Dragon breath looks nice though. 3. The concern that Concentrated Venom is underpowered makes sense because as far as I know the feat only affects one spell, right? Cloudkill. At best, it makes you deal 2 more points of damage. For green dragon disciples it could be worth it because of their breath attacks. The solution is either more poison spells, or higher damage bonus (maybe 40% instead -- which, could make spells from other mods overpowered, but no one can really anticipate this, I think). Might be slightly more useful for Cleric/Mages, since clerics have access to a few poison spells. [Deprecated for now as of Beta 9] 4. Maybe later a blackguard of a yugoloth could be added, to complete the triad of evil?) Cheers! WeiDU.log
  13. I think I remember that kit. The title matches Imoen, I think, although I didn't like the kit. Trickster, maybe, sounds good. Is there any indication in BGEE that she knows magic though? I don't remember if it's explained anywhere in the game -- beyond SoD, as to when she starts studying magic. Hmmm, not sure I'm vibing with swashbuckler Safana. Not even bounty hunter, but I could imagine Safana being a bounty hunter since she is a manipulator. What we can gather in BGEE is that she essentially an opportunistic looter of some sort. Mmmmmnope. I feel like if we're going to give Skie a pseudo-magical connection to shadow magic or the shadow plane or the supernatural ability to become invisible near shadows, her story or dialog should reflect that . I like functionality, but also making some sort of sense within the plot and character arc in the game. I do like the idea of making her a Mage Hunter in BG2EE, I haven't played Lava's mod for Skie in BG2EE (only a quick playtest), but that does sound like a meaningful arc for her!
  14. You can make a new post, that's fine. You'll see that most of the new posts are bug reports.
  15. Sure... Just make them different, within the common class archetypes. The game needs more differentiating factors.
  16. Thankfully, Glint, the cleric from SoD is a disciple of Baravar too... So less work needed. Corwin is an archer, which although feels more like a fighter specialized in ranged weapons... she has content in the game that suggests she is still a ranger, so probably doesn't need anything. The bard NPC is a skald and the goblin is a shaman, which has a sort of kit of her own, because she can summon spirits without dancing too. You know what BGEE has excessively? Thief joinable NPCs. Thieves everywhere! (C'mon, make Imoen, Skie and Safana different from each other!) I would have liked to see more variety on type of thieves and whatever else that makes them different, without making Alora an obvious choice for thieving (because of her high thieving skills and special ring). But anyway, probably out of scope.
  17. I can confirm that in BG2EE, I cannot select Black Pits or SoA. Only ToB is responsive. Much like the OP says, gender is selectable, but you cannot continue in the chargen (ToB), you cannot press continue and the String describing the gender you selected also does not pop up. I was going to test the new stuff, but it's not possible until a fix is released. Clean install of the game (last available version, GoG, only ToF installed), installed most components of ToF except a few subcomponents, attached WeiDu below WeiDU.log
  18. Oh, I thought it was a mod inspired by SoD. My bad.
  19. That's extremely common for executables that don't have a "reputable" developing company behind it. It's not always wrong, but I'm pretty sure David isn't trying to send a trojan to our computers. You're safe -- whatever your antivirus is, you need to add an exception or execute regardless of the warning if possible.
  20. Highly doubtful... Every NPC? If it was me, I'd be tempted to say, "no, I don't hate myself that much!". Even if we're talking about just joinable NPC's, that seems like too much work, but that's just me. Though I think it's out of scope to modify joinable NPCs in such a way for this mod.
  21. I also want to make a mod for an NPC companion, although my biggest concern is really making banters with vanilla NPCs that stay true to their character. I wouldn't want to ruin anyone's immersion!
  22. Crossed out some bugs fixed by Beta 8. Guess I'll continue adding bugs in new things in Beta 8, if there are any.
  23. Crossed out more stuff that was fixed by Beta 8. I left some things that went unmentioned in the changelog, so I'll do that later. Not sure if by now I should make a new thread for further bugs from Beta 8 or not.
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